
Can't disconnect the battery
Have been trying to disconnect the battery so I can add an ssd but the cable won't budge no matter how much force I use, anymore and it might break.
Anyone faced the same problem?

Have been trying to disconnect the battery so I can add an ssd but the cable won't budge no matter how much force I use, anymore and it might break.
Anyone faced the same problem?
Note: Im not a roger main
If you're interested in learning about roger.
Poke monster
Key pokemoves( or atleast what I use)
DF 1,2
- i14 mid mid string
- +1 on hit
- -11 on block ( delayed version -6)
- if the first hit connects, both hit will connect even if delayed
D2
- A cracked out version of dragunovs D2
- +3 on hit and +5 counter hit
- forces crouch
- also evades high and mid sometimes
Jab series
- has 4 versions
- 1,2,1 a copy paste of bryans string( launch on counter)
- 1,2,2 ends in a high safe oB
- 1,2,3 same properties as bryans 1,2,4( possible heat engager?)
- 1,2 B 1+2( rocket stance transition)
Df 3
- long range homing mid move
- tt2 is a mid high move
-safe ob
Df 4
- fast mid poke
- -4 oB, +7 on hit
- super fast recovery
Db 3+4
- long range low poke
- -13 on hit(?) -24(?) oB
- the punish will probably whiff due to it having weird properties
2,1
- High mid string
- neutral oB( only in t6 i think not sure about tt2)
1+2 series
- 1+2 ( this will probably be spammed more)
- +1 oB +5 on hit
- 1+2, 3
- -13 oB, launch on hit
- 1+ 2, 4 ( low hellsweep)
- launch punishable on block, knockdown on hit
Wr 3, 3
- mid high string
- -8 on block, +4 on hit
Wr 3,3 ( its deadly brother)
- neutral on block, Knockdown on hit
- forces crouch on block
- in t6 guarantees a mini combo on hit, counter hit guarantees the string
Some crazy good moves
Hopkick
- just your regular hopkick
Df 2
- kazuyas df 2 but safe oB
- i15
Db 3
- hellsweep
- cant parry since its a tail sweep
SS 4
- hellsweep but on sidestep
- evades high and mid sometimes
-combos in t6 not in tag 2
Ff 2 ( kangaroo demon paw, possible heat engager?)
- launches on counter hit in tt2
-good whiff punish
- -12 ob but can be safe if placed correctly
A hybrid of different characters
- Can wavedash ( specific moves in wavedash are actually awful better to use the Wr series off of it)
- has kings throws
- Giant swing
- DDT
- pile drive
- thombstone
Rocket stance (main pressure tool on jab series)
RS 1
- slow mid laucher
- -2 ob force crouch
RS 2 ( will prolly be a power crush)
- high jab
- -7 oB but knocksback far
- knockdown on hit
RS 3
- fast low poke
- -6 ob
RS 4
- same as df 4
RS 3+4
- mid +4 oB
- knocksdown on hit
RS 1+2
- he rolls into you
-‐---------------------------------------------------------------------------------
" wow he sounds like bullshit"
But he has a clear weakness
Range
Jab has the worst range might even miss on point blank
Trash punishers up until -14 ( will probably get better punishes in t8)
Tail hellsweep have to be atleast point blank for it to hit
If you want to use roger better know how to wave dash because you aint getting in without it.
Difficult/inconsistent combos
Atleast in t6 and tt2 you had to change combos based on the character
This is so far all the things I found on roger that I deem to be Important to know
Most if not all the moves here are probably subject to change in its incoming itteration to T8 but still good know what his playstyle was.
I probably missed a lot of key moves especially in tag 2 ( alex as well lolol) as I havent really looked at any frame data for tt2.
Anyways do tell if i missed anything as im also learning Roger jr.
Glhf.
Beem having trouble playing againts kazuya, especially his ff+2 which Im starting to belive is homing with how many times it has clipped me from stepping.
Any tips on how to deal with them on the defensive end?